Torment And Legacy: A Pathfinder Second Edition Demo

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Torment and Legacy:A Pathfinder Second Edition Demo AdventureBy Stephen Radney-MacFarlandWelcome to Pathfinder Second Edition! This short adventure is designed to allow you,the Game Master, to present the game to newcomers, showcasing the new rules in aquick and fun manner. This adventure can be run for four players within an hour, whichgives you enough time to explain the basic rules of the game to your players beforethrowing them into the jaws of grand adventure. You can also run this adventure withup to six players, though the game might take a little longer to complete.This demo assumes you’re using some or all of the six pregenerated charactersincluded in this packet (Ezren the human wizard, Fumbus the goblin alchemist, Kyrathe human cleric, Merisiel the elf rogue, Seelah the human champion, and Valeros thehuman fighter). But if your group is excited about creating their own characters, andyou’re willing to teach them how to do so, this adventure is suitable for any group offour to six 1st-level characters. You can either photocopy the character sheets in theback of the Core Rulebook or download black-and-white versions of the character sheetat Paizo.com. At the end of this packet is a Pathfinder Rules Reference Sheet that theplayers can use during play.PreparationBefore running this adventure, first read over the entire document to familiarize yourselfwith the story and challenges. While the adventure is written to provide key rulesreminders to streamline your job, you might come across something you’re unfamiliarwith and want to use the Core Rulebook as reference. You’ll also want to grab the otherthings you need to run this adventure (see the What You’ll Need sidebar), find a groupof players, and set a time to play.SetupPlace the back side of Pathfinder Flip-Mat Classics: Hill Country (or another map you’reusing) in the center of the play space. Place the Rules Reference Sheet and dice wherethe players can easily reach them. Place a character sheet at each seat, along with itscorresponding miniature or pawn.Allow the players to take a seat and pick whatever character they want. Let each playertake some time to get familiar with their character—the sheets include each character’sstatistics, abilities, and any special actions they can use. Point out to the players that theycan also review the Rules Reference Sheet for a general overview of play.Keep this adventure, the Core Rulebook, your Pathfinder Combat Pad or the paperyou’re using to track initiative, and all of the enemy miniatures near you.You should also take a minute or two to read the Introduction to Play given below,which covers much of what is found on the Rules Reference Sheet and gives a simpleexplanation of how to understand the character sheet.WHAT YOU’LL NEEDWhile this document presents a completeadventure, you’ll need a few supplies to run it.The Pathfinder Core Rulebook(Second Edition).At least one of each of the followingdice: 4-sided, 6-sided, 8-sided,10-sided, 12-sided, and 20-sided.Pathfinder Flip-Mat Classics: Hill Country,or some way to replicate the featuresof the back side of that Flip-Mat.A group of pawns or miniaturesto represent the characters and themonsters. This adventure featuresan ogre and a changeling. If you’reexpanding the adventure for largergroups of players, you may also needa mitflit, giant centipede, and a wolf.A Pathfinder Combat Pad along with wetor dry erase markers, or a piece of blankpaper and a pen or pencil to track initiative.A number of Pathfinder Hero PointTokens equal to the number of playersin the game. You could also usesome other object to represent HeroPoints, like chips, coins, or beads.Introduction to PlayBegin by asking if anyone has played a roleplaying game before. If not, begin by readingor paraphrasing this short introduction; otherwise, move on to the game overview. 2019 Paizo Inc.

Pathfinder is a fantasy roleplaying game where each player takes onthe role of daring hero on an epic quest. You are all player charactersworking together with me as the Game Master to craft an excitingstory as you face off against terrifying monsters and earn amazingtreasures. You’ll each be playing a character with their own statisticsand abilities, which we’ll cover a bit later. First, let me take a momentto give you an overview of how the game itself will work.The following is an overview of new version the PathfinderRoleplaying Game. Start here if everyone knows what aroleplaying game is.The play in this new version of Pathfinder is very similar to theprevious version. Most of the time, you’ll be in what we callexploration mode, traveling from place to place, exploring dungeons,and solving problems. This form of play is very free-form, allowingyou to jump into the story whenever there’s something you wantyour character to do.When monsters appear, you’ll enter encounter mode. Duringthis type of play, you’ll make a special die roll for initiative, whichdetermines the order of your turns during an encounter. What typeof check you’ll make when you roll initiative is based on what youwere doing just before the fight began.When it’s your turn, you can perform up to three actions. Mostcommon tasks—like moving up to your Speed with a Stride, Striking acreature, drawing a weapon, or opening a door—use one of your threeactions. Casting spells, as well as some special actions, might taketwo or more actions to perform. If you look at your character sheet,you’ll see that abilities that require you to spend an action are notedusing a diamond symbol ([one-action]), whereas things that require more thanone are noted by diamonds stacked on each other ([two-actions] and [three-actions]).Some abilities have a curving arrow next to them ([reaction]). These are yourreactions. Each round, you can use one reaction whether it’s yourturn or not, but only when the conditions are right and the reaction’strigger occurs. Finally, you might see some things noted by an emptydiamond ([free-action]). These are free actions, which don’t cost you an actionor reaction to use. Some free actions can be used on your turn, andsome, like reactions, can be used at any time, but only when theirtrigger occurs.Throughout the game, you’ll be asked to make rolls or checks,like an attack roll, a skill check, or a saving throw. In all cases, youroll a d20 and add the bonus listed next to the specific attack, skill,or saving throw. The result is then compared to a Difficulty Class(or Armor Class, for an attack) to determine if it’s a success. If thecheck was an attack roll, and you hit, I’ll ask you to roll damage. Thedice you roll for damage depend on the attack and is listed with thatattack.When rolling, keep an eye out for any roll that is a 20 or a 1 onthe d20. A 20 is a critical success, which is really good, often givingyou additional advantages. A 1 is a critical failure, which is generallypretty bad. You can also score a critical success by beating the DC by10 or more, or a or failure by missing it by 10 or more.An important rule you’ll need to remember for this adventureis that if you use more than one attack in a turn, each attack afterthe first takes a penalty on your roll to hit, making it less likely tosuccessfully damage the enemy. For most weapons, this is a –5penalty for each attack after the first, but for agile weapons such asdaggers, the penalty is only –4.When you’re attacked, I’ll ask if a monster’s attack roll is equalto or exceeds your Armor Class (or AC). If it does, you’re hit and willtake damage. Damage reduces your Hit Points by the same amount.If you fall to 0 Hit Points, you fall unconscious and might die!One last thing. Each of you has a token. This represents yourHero Point—a special point you can spend after rolling any attack,check, or saving throw to reroll that d20. When you do, you must usethe result of this second roll, even if its lower than your first. You caninstead spend your point to cheat death when your dying conditionincreases, which makes you immediately lose the dying conditionand stabilize with 0 Hit Points. I’ll explain the dying condition laterif we need it.I’m sure you’ll have other questions as the game progresses.Feel free to ask me at any time. I’ll give you a moment to review yourcharacters, and then we’ll begin.Once everyone is done reviewing their characters and you’vehad the chance to answer any question they might have, it’s timeto start the adventure. Have everyone place their miniatures orpawns around the bottom of the path leading up to the cave andproceed to the ns][reaction][free-action]Single onFree Action 2019 Paizo Inc.

IntroductionThe villagers told you it was a shocking and brazen attack. The ogrestrode into the village of Salvoy, picked up the old sage Lazino by hishead, and unceremoniously stuffed him into a sack, shouting “Haanarwants to speak with you.” Not a moment later, the ogre ran laughingoff into the hills. As soon as you strolled into Salvoy, nearly the entirepopulation beseeched you to rescue their kindly, wise sage. Theyexplained that Haanar is an exile who dabbled in foul magic, andthat the odd man must have hired this ogre to kidnap Lazino. Themost emotional request came from the sage’s granddaughter, Leyla,offering her entire savings, 20 gold coins, if you rescue grandpa.Thankfully, the ogre’s trail was not difficult to follow. Hismassive footfalls pocked the ground softened by recent rains. Oneof the shaggy cattle of the region clearly ran afoul of the ogre—youfound what remained of the poor beast eviscerated along the path,swarmed by flies and crows. Near sunset, you noticed the signs offire in the distance, coming from atop a nearby hill. The driftingsmell of cooking meat hinted it was a fire for comfort rather thancatastrophe. But then you heard the screams for help, followed by arumbling, mocking laughter, so deep that it rattles your teeth.“Stop your crying, or I’ll put you on my hook and cook you allcrispy.”The man’s scream fades into a whimper, but the deep voicecontinues to laugh.The ogre and the sage are at the top of the hill, near the caveentrance. Parts of the cow the ogre killed are currently roastingover the fire, and the ogre is drinking some foul-smellingalcoholic concoction from a large barrel stashed somewherenearby. Brashly arrogant, a little intoxicated, and focused oncooking his meal and tormenting his prisoner, the ogre is unlikelyto notice adventurers approaching the camp. As long as the PCsaren’t purposely making a lot of noise, they can make it halfwaypast the trail’s first turn before the ogre has the chance to seethem (the ogre has a 5 Perception). At that point, he noticesthe approach of anyone who is not attempting to Hide or Sneakup the path. For those who are using Sneak to move up the hillunnoticed, you roll their Stealth checks out of sight of the PCs(this is a secret check, which means you roll it out of view of theplayers, see page 450 of the Core Rulebook). Those who succeedcan roll Stealth instead of Perception when rolling initiative.Once the ogre sees or has a chance to see Hiding or SneakingPCs, roll initiative and proceed to Encounter 1: Tormentor.EnvironmentThe entire adventure is run on the same map, which has thefollowing features.BouldersThe smallest boulders in the area are little more than a foot tall,while the larger ones are nearly 7 feet tall. The large bouldersprovide cover (Core Rulebook 477). Climbing up a boulderrequires a successful DC 17 Athletics check; moving across themrequires a successful DC 15 Acrobatics check to Balance.CaveThe cave beyond is dank, small, and home to copious mushroomsand mold nourished by the great piles of waste the ogre has beenthrowing down the hole. Only by sifting through the refuse andoffal (which takes 10 minutes and a successful DC 12 Perceptioncheck) will the characters find a handful of precious itemswithin: a finely crafted ivory chess piece worth 10 gp, an onyxdog wondrous figurine (Core Rulebook 576), a potency crystal(Core Rulebook 169), a crying angel pendant (Core Rulebook566), and 5 gp, 10 sp, and 8 cp.CliffsThe cliffs are made of clay, dirt, and mud, and are somewhatslick due to the recent rains. They are 15 feet tall at their highestpoint and require a successful DC 17 Athletics check to Climb.FireThe fire takes up four squares about 15 feet away from the caveentrance and next to the large boulders. Any creature that entersor that is forced to move into the blaze takes 1d8 fire damage.Standing StonesA small group of magical standing stones is clustered here,though one is toppled over. Those who attempt to Identify Magicmust succeed at a DC 14 Nature check, or a DC 17 Arcana,Religion, or Occultism check to determine it is a primal anchorfor some form of teleportation magic. Critically succeeding at thecheck also ascertains that it is used in a specific ritual.TrailPathfinder Flip-Mat Classics: Hill CountryThe trail is somewhat muddy and shows signs of the ogre’spassage. 2019 Paizo Inc.

1. TormentorRULES HELPWhen the characters reach the point where the ogre notices them, read or paraphrasethe following.This section is provided to give you a fewreminders and references to some of themonsters’ deeper rules elements.“Huh? Who are you?” the ogre growls, his brow furrowing in confusion. “More meat for myfire,” he laughs as he grabs his hook and javelin and lurches toward you.“Help me! Please!” An old bearded man, bound at the entrance of the cave, begs as hestruggles with his bonds.The ogre enters the fray joyfully, even gleefully, laughing at his enemies’ misfortuneswhenever possible and issuing boasts and threats. He never asks for or gives quarter;frankly, the idea never occurs to him.OGRE WARRIORCELARGEGIANTCREATURE 3HUMANOIDPerception 5; darkvisionLanguages Common, JotunSkills Athletics 12, Intimidation 9Str 5, Dex –1, Con 4, Int –2, Wis 0, Cha –2Items hide armor, javelin (6), ogre hookAC 17; Fort 11, Ref 6, Will 5HP 50Speed 25 feetMelee [one-action] ogre hook 12 (deadly 1d10, reach 10 feet, trip), Damage 1d10 7 piercingRanged [one-action] javelin 6 (thrown 30 feet), Damage 1d6 7 piercingTrip [one-action] (attack) 12 against target’s Reflex DC (the target’s Reflex saving throw modifier 10)Critical Success The target falls prone, taking 1d6 bludgeoning damage.Success The target falls prone.Critical Failure The ogre falls prone.When all enemies are defeated, the encounter ends, and the characters have about 10minutes to search the area, Treat Wounds (Core Rulebook 249), or speak with thekidnapped sage, Lazino of Salvoy.Lazino has no idea why Haanar would hire an ogre to kidnap him and assumes thatthe outcast must have some foul plan for him. On the off chance the characters get toquestion the ogre or the mitflit (see below) about the attack, their only truthful responseis, “A strange man asked us to do it and promised gold and meat.”If you’re running short on time, you can end the adventure here. The characters arevictorious and can escort Lazino back to his village. If your players want more, proceedto the next encounter.Increasing the ChallengeIf you’re running the adventure for more than four players, additional monsters accompanythe ogre to increase the challenge. If there are five characters, the ogre is assisted by amitflit gremlin. If there are six characters, the gremlin also has a pet giant centipede.MITFLITLESMALLOGREDeadly The ogre’s ogre hook has the deadly1d10 trait. You don’t have to worry aboutthis trait unless the ogre critically hits withits ogre hook. If it does, then after youdouble the damage as normal for a criticalhit, roll 1d10 and add that additional damageto the total.Reach The ogre is a large creaturewith reach. This means it can attacktargets 10 feet away as well asthose in adjacent squares.Thrown The ogre carries six javelins,which are thrown weapons with a rangeincrement of 30 feet. This means it canthrow the javelins at a target within 30feet with no penalty; it can try to throwthe javelins farther than that, but if it does,it takes penalties to its attack roll. Youcan find the rules for range incrementson page 279 of the Core Rulebook.Trip The ogre can trip with the Athleticsskill using its ogre hook even whenit does not have a free hand. The tripuse of Athletics has been added to theogre statistic block for ease of play.MITFLITBane The gremlin will likely cast its banespell once in combat. You can find thatspell’s description on page 320 of the CoreRulebook.GIANT CENTIPEDEVenom The giant centipede bite deliversvenom, which is a kind of affliction. You canfind the rules for afflictions on page 457 ofthe Core Rulebook.CREATURE –1FEYGREMLINPerception 4; darkvision, scent (imprecise) 30 feetLanguages Common, UndercommonSkills Acrobatics 5, Diplomacy 1 ( 7 vs. arthropods), Nature 3, Stealth 5, Thievery 5Str –1, Dex 3, Con 0, Int –1, Wis 1, Cha –1Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request thingsof arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Mostarthropods have a starting attitude of indifferent to mitflits.Items dart (10), shortsword 2019 Paizo Inc.

AC 15; Fort 2, Ref 7, Will 4HP 10; Weaknesses cold iron 2Speed 20 feet; climb 20 feetMelee [one-action] shortsword 8 (agile, finesse, versatile S), Damage 1d6–1 piercingRanged [one-action] dart 8 (agile, range increment 20 feet, thrown), Damage 1d4–1 piercingPrimal Innate Spells DC 16; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips(1st) prestidigitationVengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a 2 status bonusto damage rolls against a creature that has previously damaged or tormented it.GIANT CENTIPEDENMEDIUMCREATURE –1ANIMALPerception 6; darkvisionSkills Acrobatics 6, Athletics 2, Stealth 6Str –1, Dex 3, Con 1, Int –5, Wis 1, Cha –4AC 15; Fort 7, Ref 6, Will 2HP 8Speed 30 feet, climb 30 feetMelee [one-action] mandibles 6 (finesse), Damage 1d4–1 piercing plus giant centipede venomGiant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds;Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round)Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)2. LegacyAfter 10 minutes pass in the game world, read or paraphrase the following.The standing stones not far from the ogre’s cave begin to glow with an emerald-greenradiance. From the light steps forth a young man, his features distorted with rage. He has aotherworldly look to him, as if he is not entirely human.“There you are, sage! I see that you’ve brought friends, but it doesn’t matter. You will tellme the truth of my birth.”The man, Haanar, is a changeling. Twenty years ago, a simple farmer named RagirGrenvill was seduced by a hag in disguise, and the child from that union was left in townfor poor Ragir to care for as his own. When Haanar came of age, he started to exhibitstrange powers and otherworldly abilities. Worse still, his temper seemed uncontrollable,and after several fights with other villagers, he was exiled. As his father had passed awayseveral winters before, Haanar has no clue as to why he has the powers that he has. Hehired the ogre to kidnap Lazino, hoping that the sage would have the answers he seeks.Lazino beseeches the Haanar with the following.RULES HELPThis section is provided to give you a fewreminders and references to some of themonsters’ more interesting and useful ruleselements.HAANAR, CHANGELING EXILETwo-Handed Haanar’s staff has thetwo-hand trait. That means it does moredamage when he wields it with two hands.When he does so, it deals 1d8 4 instead of1d4 4 damage.Spells Haanar has a number of spellsat his disposal. He can cast each of his2nd-level and 1st-level spells once, andhe can use his cantrips as many timesas he likes. A list of all his spells and thepage number where you can find themin the Core Rulebook is given below.During combat, he likely attempts to useentangle and tanglefoot to hamper thePCs, shillelagh to empower his weapon,and burning hands, flaming sphere,and produce flame to deal damage.burning hands (page 322)dancing lights (page 327)entangle (page 336)flaming sphere (page 338)produce flame (page 360)read aura (page 362)shillelagh (page 369)tanglefoot (page 377)ventriloquism (page 381)A light of recognition on Lazino’s face turns into sadness and then compassion. “Your fathernever told you, did he?” the old sage says. “I can see it in your eyes and features. Your father wasa fool who gave of his heart too freely. Before you were born, he was deceived by a mysteriouswoman that visited our small town. She was gone after only a fortnight, but nine months later,a child was left on your father’s door. It was then that I knew that your mother was a hag, apowerful creature and decidedly evil, but I hoped that through Ragir’s love you might be raisedto be an upstanding member of the community. It seems I was wrong, but it’s not too late. Youcould still find a place with us!”Lazino’s sincerity gives Haanar enough pause that the characters have a minute to Makean Impression (Core Rulebook 246) on Haanar and calm the situation. While Haanararrived with an attitude of hostile, Lazino’s words shift his attitude to unfriendly. If thecharacters can change his attitude to at least friendly, he reveals that over the past fewyears he has felt a calling to find his mother, but given Lazino’s revelation, he agrees toreturn to the town and try to overcome his more sinister impulses. More importantly, hedecides not to torture Lazino for withholding this knowledge from him for so many years.If his attitude ever returns to hostile, however, he becomes enraged and attacks. 2019 Paizo Inc.

HAANAR, CHANGELING EXILECNMEDIUMCHANGELINGHUMANCREATURE 3HUMANOIDPerception 11; darkvisionLanguages Common, DruidicSkills Deception 9, Medicine 9, Nature 11, Stealth 8, Survival 9Str 4, Dex 1, Con 0, Int 0, Wis 4, Cha 2Items leather armor, staffAC 19; Fort 7, Ref 8, Will 11; 2 circumstance to all saves vs. dreamand sleep effectsHP 45Speed 25 feetMelee [one-action] staff 11 (two-hand d8), Damage 1d4 4 bludgeoningMelee [one-action] claws 11 (agile), Damage 1d4 4 slashingPrimal Prepared Spells DC 21, attack 11; 2nd entangle, flamingsphere, 1st burning hands, shillelagh, ventriloquism; Cantrips(2nd) dancing lights, produce flame, read aura, tanglefootIncreasing the ChallengeIf you’re running the adventure for groups of five or sixcharacters, Haanar is aided by a wolf.WOLFNMEDIUMCREATURE 1ANIMALPerception 7; low-light vision, scent (imprecise) 30 feetSkills Acrobatics 7, Athletics 5, Stealth 7, Survival 7Str 2, Dex 4, Con 1, Int –4, Wis 2, Cha –2AC 15; Fort 6, Ref 9, Will 5HP 24Speed 35 feetMelee [one-action] jaws 9, Damage 1d6 2 piercing plus KnockdownKnockdown [one-action] Requirements The monster’s last action was a successwith a Strike that lists Knockdown in its damage entry. Effect Themonster knocks the target prone.Pack Attack The wolf’s Strikes deal 1d4 extra damage to creatureswithin reach of at least two of the wolf’s allies.Ending the AdventureThis adventure ends either in the PCs’ defeat or their successfulrescue of Lazino. If the PCs rescue Lazino but end up defeatingHaanar in the process, Lazino is profoundly saddened by theoutcome. He’s understanding and grateful if the PCs tried toMake an Impression on Haanar and stoically accepts the fate ofthe whole affair if it ended with combat.Once her grandfather is returned, Leyla is faithful to her wordand gives the characters 20 gp as a reward. The folk of Salvoythrow a celebration, emptying their larders to celebrate thereturn of their beloved sage.If Haanar returns to town with the PCs, he has a long road towalk to recover from his exile and the effects of his heritage, buthe is truly grateful to the PCs for helping him find the path.After the story is wrapped up, thank everyone for playingPathfinder Second Edition. 2019 Paizo Inc.

EzrenAncestryBackgroundClassHuman (versatile)NobleWizard arisma10 ( 0)14 ( 2)14 ( 2)18 ( 4)12 ( 1)10 ( 0)PerceptionLanguages 6Common, Draconic, InfernalDEFENSESHit PointsArmor ClassFortitudeReflexWill1615 (16 with shield cast) 5 5 6ACTIONSStrideMelee StrikeMelee StrikeRanged Strike25 feetstaff 3 (two-hand d8), Damage 1d4 bludgeoningdagger 5 (agile, finesse, thrown 10 feet, versatile S),Damage 1d4 piercingcrossbow 5 (range 120 feet), Damage 1d8 piercingSPELLSSpell Attack RollSpell DCCantrips (1st)1stFocus SpellFocus Points 717acid splash, detect magic, light, shieldburning hands, magic missilehand of the apprentice1OPTIONSAncestry FeatGeneral FeatClass FeatsClass FeaturesNatural Ambition*Canny Acumen*Hand of the Apprentice, Widen SpellArcane bond (staff), arcane thesis (spell substitution)*,arcane school acyLore (heraldry)Skill Feat 7 7 3 3 7Courtly Graces*NatureOccultismSocietyStealth 4 7 7 5GEARWornReadyStowedCoinsBulkbackpack, material component pouchstaff, dagger, crossbow (10 bolts)rations (3), scroll case, spellbook9 gold, 8 silver, 5 copper1, 8L 2019 Paizo Inc.

Rules ReferenceMAGIC MISSILERules marked with an asterisk (*) are worked into the character’sstatistics and are not included here.Cast [one-action] action]to [three-actions] (somatic, verbal)Range 120 feet; Target 1 creatureYou send a dart of force streaking toward a creature that you can see. Itautomatically hits and deals 1d4 1 force damage. For each additional actionyou use when Casting the Spell, increase the number of missiles you shootby one, to a maximum of three missiles for 3 actions. You choose the targetfor each missile individually. If you shoot more than one missile at the sametarget, combine the damage before applying bonuses or penalties to damage,resistances, weaknesses, and so forth.ABJURATIONSpellsYou can cast the following spells. You can cast burning hands andmagic missile once each. You can cast hand of the apprentice byspending a Focus Point, which you regain by taking 10 minutes toRefocus. You can cast cantrips at will.ACID SPLASHACIDATTACKCANTRIP 1CANTRIPEVOCATIONCast [two-actions] somatic, verbalRange 30 feet; Targets 1 creature or objectYou splash a glob of acid that splatters creatures and objects alike. Make aspell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.On a critical success, the target also takes 1 persistent acid damage.BURNING HANDSEVOCATIONSPELL 1FIRECast [two-actions] somatic, verbalArea 15-foot coneSaving Throw basic ReflexGouts of flame rush from your hands. You deal 2d6 fire damage to creaturesin the area.DETECT MAGICCANTRIPDETECTIONCANTRIP 1DIVINATIONCast [two-actions] somatic, verbalArea 30-foot emanationYou send out a pulse that registers the presence of magic. You receive noinformation beyond the presence or absence of magic. You can choose toignore magic you’re fully aware of, such as the magic items and ongoingspells of you and your allies.You detect illusion magic only if that magic’s effect has a lower levelthan the level of your detect magic spell. However, items that have anillusion aura but aren’t deceptive in appearance (such as an invisibility potion)typically are detected normally.LIGHTCANTRIPCANTRIP 1EVOCATIONLIGHTCast [two-actions] somatic, verbalRange touch; Target 1 unattended, nonmagical object of 1 Bulk or lessDuration until the next time you make your daily preparationsThe object begins to glow with pure light, casting bright light in a 20-footradius (and dim light for the next 20 feet) like a torch. If you cast thisspell again on another object, the light on the last object you cast it on isdismissed.HAND OF THE APPRENTICEUNCOMMONATTACKEVOCATIONFOCUS 1WIZARDCast [two-actions] somatic, verbalRange 500 feet; Target 1 creatureYou hurl a held melee weapon in which you have trained or better proficiencyat the target, making a spell attack roll against the target’s AC. On success,you deal the weapon’s damage as if you had hit with a melee Strike, addingyour spellcasting ability modifier to damage ( 4), rather than your Strengthmodifier. On a critical success, you deal double damage, and you gain theweapon’s critical specialization effect. Regardless of success, the weaponflies back to you and returns to your hand.CANTRIPSPELL 1FORCESHIELDABJURATIONCANTRIP 1CANTRIPFORCECast [one-action] verbalDuration until your next turn starts or until dismissedYou raise a magical shield of force to protect you. This counts as using theRaise a Shield action, giving you a 1 circumstance bonus to AC until the startof your next turn, but it doesn’t require a hand to use.While the spell is in effect, you can use the Shield Block reaction with yourmagic shield (see the sidebar). The shield has Hardness 5. After you use ShieldBlock, the spell ends and you can’t cast it again for 10 minutes. Unlike a normalShield Block, you can use the spell’s reaction against the magic missile spell.Shield ActionsAfter casting shield, you gain the following actions.SHIELD BLOCK [reaction]Trigger While you have your shield raised, you take damage from a physicalattack.You position your shield to ward off a blow. Your shield prevents you fromtaking 5 damage. After using Shield Block, you can’t cast shield again for 10minutes.Class FeatsEzren gained the following feats at 1st level.HAND OF THE APPRENTICEFEAT 1WIZARDYou can magically hurl your weapon at your foe. You gain the hand of theapprentice universalist focus spell. You start with a focus pool of 1 FocusPoint, but once spent you can use the Refocus activity to regain it.WIDEN SPELL [one-action]MANIPULATEMETAMAGICFEAT 1WIZ

The Pathfinder Core Rulebook (Second Edition). At least one of each of the following dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided. Pathfinder Flip-Mat Classics: Hill Country, or some way to replicate the features of the back side of that Flip-Mat. A group of pawns or miniatures to represent the characters and the monsters.

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